MATCH 3
Unity · C# · VFX · Animation · Tech Art
01 — BONUS MECHANICS
I worked on the behavior of every bonus mechanic, from a simple bomb to the magic cube. The hardest part was finding a smoke trail that felt physical and satisfying, but still looked friendly enough for the game.
02 — RIBBON ANIMATION
I wanted the ribbon to have a slight twitchy motion, so it would feel loose and flexible instead of static. To get that effect, I worked with Unity's Line Renderer component and tuned how the ribbon bends, reacts, and settles back.
03 — SLIME
I wanted the slime to feel neither too liquid nor too rubbery, with enough weight to look believable on the board.
04 — BOOSTERS
Any Match 3 is simply more fun with boosters. I used sprite animation here, so the effects could stay bright, quick, and satisfying during gameplay.
05 — ICE
I made many versions of the ice before it felt right. It needed to sit on top of the chip, show clear damage states, and break without hiding what was happening underneath.




The final version breaks in readable stages and gives the player a small cleanup moment when the tile opens up.
06 — CARPET
I made the carpet spread from tile to tile as one connected surface. It needed to stretch naturally, fit the game's palette, and avoid fighting with the chips.
07 — BEACH RESKIN
During the reskin, I helped move the board into a beach theme. I worked on concept sketches, chip variations, and the visual direction so the new set felt fresh but still easy to read.





The final set gave the board a clearer theme and more color, without turning every tile into visual confetti.

